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Global Light Manager Technical Document.[Dragonheir: Silent Gods]

Global Light manager

Preview video clip in Unity Editor mode. November 8, 2021

I used Character model with texture data from free data by Nexon company open project to this documentation.

Note.
Provides an interface to effectively control Global Properties inside the scene.
Artists control scene effects from a single interface and can save their values as .asset files after modification.
提供一个接口来有效控制场景内的全局属性。
美术师从单一界面控制场景效果,修改后可以将其值保存为.asset文件。

Script component location: Component/ByteDance/Rendering/Global Light Manager URP

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Custom Shadow Adjustment.

When the intensity of the environmental light source is 1, the shadow density may be expressed brightly.
If it is necessary to express a more dense shadow(More dark shadow) result for artistic expression, the artist can directly modify the density of the entire scene, the colour, and the density of the starting point of the shadow.
当环境光源的强度为1时,可以将阴影密度表现得较亮。
如果为了艺术表现需要表现出更密集的阴影(More dark shadow)效果,美术师可以直接修改整个场景的密度,颜色,以及阴影起点的密度。

Custom Shadow Off

Custom Shadow On

GI Static lighting setup guideline ( Light Probe GI for Hero )

Note.
If the GI lighting effect (using a light probe) is different for each hero type in the character selection window, we need to use a light probe cell with the same structure.
The light probe bake value can be stored in a text asset and can be called at runtime.
Bake information can be easily replaced if all hero scenes use light probes with the same structure.
如果角色选择窗口中每个英雄类型的 GI 照明效果(使用光探针)不同,我们需要使用具有相同结构的光探针单元。
光探针烘焙值可以以文本资源的形式存储,并且可以在运行时调用。
如果所有英雄场景都使用具有相同结构的光探测器,则可以轻松替换烘焙信息。

Light setup guideline.

When you need lighting that requires a change in the direction of the light or the brightness and colour of the light when composing the scene.

  • Point Light
  • Spot Light

Up to 4 can be installed in a scene. (Those dynamic lights counts is Included Directional light )

When you want to achieve an overall mood expression when composing a scene, or add an unchanging light source effect or indirect GI lighting effect.

  • Area light

Up to 5 can be installed in a scene. (If you install too many Baked Only lights, the GI Bake time can be extremely slow.) In the case of the character selection window, adding more than 5 indirect lights does not seem to have much meaning.

Note.
HDR image lighting resources are very important.
If the scene in the character introduction window is created in 3D, it can be used as a Bake lighting resource separately from the Skydome by saving it as a panoramic image with the HDR Cubemap Capture function and then correcting the HDR lighting effect in HDRStudio or Substance Designer.
HDR 图像照明资源非常重要。
如果角色介绍窗口中的场景是在 3D 中创建的,则可以通过使用 HDR Cubemap Capture 功能将其保存为全景图像,然后在 HDRStudio 或 Substance 中校正 HDR 光照效果,将其用作与 Skydome 分开的 Bake 光照资源 设计师。

Tips.

IBL CUBEMAP COMPRESSION FORMAT.

Since HDR Cubemap for Image Based Lighting source will not be visualized in a real game, Max Size of 128 is sufficient and the compression format is RGB9e5 32 bit Shared Exponent float.

由于基于图像的照明源的 HDR Cubemap 在实际游戏中不会被可视化,因此 Max Size 128 就足够了,压缩格式为 RGB9e5 32 位共享指数浮点数。

Additional Light Shadow handles to SGR Pipe-line asset When runtime.

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